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Experimenting with a new way of doing stochastic transparency. It still uses a checkerboard pattern, but allows for both variable transparency, tinted and frosted glass by recombining transparent and opaque pixels in a post-pass. Looks pretty promising so far!
112,658 просмотров • 3 лет назад •via X (Twitter)
Комментарии: 10

Sounds somewhat similar to how we did it in Q2RTX / Minecraft RTX. See my old blog post about it:

Multiplayer tear down when

Oh that's real clever!

Looking good!

I'm so sad nothing was destroyed in this video.

Any chance you could take a look at the motion blur rendering order while you're at it? It seems it's being applied after tonemapping, rather than before, so the bright light streaks turn into mush, rather than having that nice brightness.

@PottuVoi Looking great! Is this somehow similar to this experiment I did a while back?

Love the new glass Dennis! I was just wondering if maybe in the future a saving system (not quicksaves, actual saves) ala Garry’s Mod could be added? With the spawn menu and the new build mode you’ve been working on I think it would be a great addition!

Neat!, not that many screen space artifacts either, super cool

Looks good pretty good but when’s the MP update and the moving voxel character update? Those were teased and were you experimenting with those months ago
